DeepVoice(from the unity asset store) asset is used to pre-generate some of the character voices in the game and in one of the trailers
- Creator
- Steel Feather Studio
- Reviews
- -
- Added
- Mar 18, 2026
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DeepVoice(from the unity asset store) asset is used to pre-generate some of the character voices in the game and in one of the trailers
AI used to assist with background paintings & VO.
The package image of this game was created using multiple AI tools. Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license. Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan. No AI-generated elements are included in the main game or in-game content.
We generate Artwork with AI
AI assist in creation of some textures and logos
The images in the game are collages and/or modified parts of images created by AI. Each image was processed and animated manually by a human. Parts of the images have been redrawn by humans.
The game capsule art is generated using Open Source AI. I am wokring on replacing that with none-AI Art
The AI integrated into Mental creates a dynamic experience by automatically generating text, textures, sound, lighting, and gameplay mechanics. Each session offers unique stories, customized visual environments, and challenges adapted in real-time to your actions, ensuring a consistently fresh and immersive adventure.
Tower Inc. utilizes generative AI tools during the development process to enhance the visual atmosphere and environmental storytelling of the facility. These tools were used to assist a solo developer in achieving a high level of detail in the following areas: Store & Library Assets: Several capsule images, library assets, and background banners were developed with the assistance of AI to create a cohesive and eerie aesthetic for the Steam storefront. Environment & 2D Assets: Specific in-game environmental textures, background paintings, and UI elements (such as posters and screen displays) were generated or refined using AI tools to deepen the immersion of the industrial horror setting. Creative Oversight: All AI-assisted content has been manually curated, edited, and integrated by the developer to ensure it aligns with the unique mechanical and narrative world of Tower Inc.
AI-generated character illustrations.
Two profile pictures (one of these designs is also used as a decal on a tool), all of the "records" in the main characters room, designs on the vape packaging, and a background image for a vending machine were created with Adobe Generative Fill. The Security Robots and The Coffee Time video use audio generated by TTS Maker. The TOS was templated with AI as a generic TOS and meaningful elements were edited in. The Coffee Drink descriptions are pure, unfiltered, AI corpo-garbage-text. I used AI for these purposes because the uncanny-valley, soulless, style was exactly what I wanted as an art direction. I wanted to depict a future in which the soul of the world has been killed by AI. Making humans create art in the style of AI sounds completely dehumanizing, but you're entitled to your opinion.
AI generated concept art may end up in the game in some derivative form. AI may be used to debug, improve, or prototype code. This applies only to a small subset of content. The majority of content in the game does not involve AI generated content.
This game includes dialogues generated with the help of a conversational AI and may not be appropriate for all audiences.
I used Ai to help us with logo's and store front images. We do not use any AI in game or any assistance to program.
Photos were edited with Adobe Photoshop AI Tools
The background of the capsule image on the store page was drawn by an artist, but then stylized using AI.
We do not use generative AI for models, textures, animations, audio, etc. All visuals are handmade with love! To allow quickly updating the game during Early Access, we use a combination of machine translation, human review, and entirely human authored localization. The current state of languages is: Chinese, Japanese, Korean, and Russian are mostly human authored; French and Spanish are machine translated with human authored revisions; German is machine translated. Our goal is to increase the amount of human authored localization over time.
Some voice-over lines are AI generated.
We use generative AI to create pre-rendered character images as a starting point, which are then meticulously refined and enhanced using image editing tools. The final assets combine the creative touch of digital hand-drawing with generative AI, resulting in high-quality, polished visuals.
Every whisper, every shout, and every question you dare to utter can provoke a response from the beyond.
Project Electric Sheep uses generative AI to create character conversations inspired by your dream prompts, as well as to tailor dream worlds to your chosen topics. Below is some more information about which generative AI services we're using in PES, and how: 1. We use ChatGPT to generate NPC dialogue when dream worlds are created and when you reply to an NPC. We use AWS to generate voices for our NPCs. 2. We also use ChatGPT to write in-game world building details, such as graffiti and advertisements, as well as to create the dream description that displays on the dream loading screen. 3. We use DALL·E 2 to paint in-game murals inspired by your dream prompt. 4. Lastly, during the dream generation phase, we use ChatGPT to make creative decisions about world design based on the given dream prompt.
Some graphics were created and edited with AI.
We used AI to draw or edit some of the motorcycle cosmetics and some Steam store elements.
Human creation and the use of AI : ➧ 100% of the game's sounds were purchased and designed by humans. ➧ 100% of the animations VFX were purchased and designed by humans. ➧ 100% of the interface was designed, customized, and integrated by me over more than two years of meticulous, case-by-case attention, representing thousands of hours of work. These interface elements come from numerous resource packs purchased online from human artists such as Kodiac Graphics and his amazing Mercenary GUI https://kodiakgraphics.itch.io/mercenary-rpg-gui or PONETI and his 4000 icons https://poneti.artstation.com/store/zVzR/4000-fantasy-icons or PVGames and his trully unique 2D Srpites used as cosmetic in-game coat of arms appearances, REXARD https://assetstore.unity.com/publishers/13229 Dream Circle for hundreds of incredible animations vfx https://dreams-circle.itch.io/ And many more ! Generative AI was used to create backgrounds images such as class backgrounds, menu backgrounds, battle backgrounds. I recently updated the sprites of all the enemies in the game using generative AI; the retro 3D rendering is incredible and perfectly matches the art style. All this represents approximately 15% of the game's graphics assets. But this was done carefully and sparingly, and in conjunction with human work and my artistic direction. ➧ 100% of the game's music was made by humans 15 Soundtracks by Alexander Nakarada 1 Soundtrack by Wolfgang Muermann 26 Soundtracks by Alkakrab
This game uses artificial intelligence (AI) tools to help optimize code and improve development efficiency and runtime performance. Additionally, character voices in the game were recorded by the developer himself. The voice was then synthesised by AI to create different character voices. These technologies enhance the overall quality and experience of the game.
For music, sound effects and voice (acting) we are using this site elevenlabs. For textures (sprites) we are using ChatGPT
Borrowhelen uses AI only for generating and synthesizing character voices and for checking typos. All other content (graphics, music, levels, etc.) is 100% human-made.
The images in the game are collages and/or modified parts of images created by AI. Each image was processed and animated manually by a human.
AI used for: cover art elements.
AI used for: cover art elements.
UPDATE: over 90% of the AI-generated content was removed! Some of the 2D art and music in The Classrooms were originally created with the help of AI tools, not as a replacement for artists, but to get the uncanny, slightly "off" look of AI-generated content. This was intentional, as it reflects the kind of strange content the Superstructure itself would make. Our goal has always been to evoke that uneasy and almost-familiar feeling. To build on this while moving away from AI, we are now trying approaches like fan art contests to gradually replace this content, while still preserving this unique aesthetic. For video and music production, we plan to collaborate with real people, though budget and scheduling mean this will take time.
We used AI to generate promotional images for the game.
Certain voice-overs for the in-game AI companion were produced with the help of generative AI for DLC.
Some character portraits and loading screens have been made using generative AI.
In-game text has been translated into multiple languages using AI-generated translations. The character representing AI in the game features a voice generated through text-to-speech technology.
AI is used for the voice acting and the Steam achievement emblems.
During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team. Examples include voiceover audio where we utilize text-to-speech tools to e.g. generate the audio of our in-game commentators Scotty & June.
Generative artificial intelligence was used to create the game's cover, but everything else was done manually by a human.
Some artworks featured in Mautix’s official exhibition spaces were created by artists using AI-assisted illustration tools. These are pre-rendered, artist-owned, and licensed for non-commercial display within the app. Mautix itself does not generate any content or code using AI during gameplay.
Our Cover art contains elements that were partially generated by AI, as shown on the shop page.
AI is used for some images and promotional materials. It also serves as a working basis for image editing. It is used anecdotally. It has been used for some secondary elements of the game to populate the universe, such as decorative objects. AI is not used exclusively. As a solo dev, I also work with freelance artists for main content and assets on the Unity Store.
A few of the 3D models and textures have been generated with AI tools.
Voices: Some character voices, like Morana, were created using AI as a base and then refined through manual post-processing.
Airtaxi Coach is an AI trained game character called Diana that is trained on the latest flight manuals, as well as the latest industry knowledge on airtaxis, flying cars and the future of mobility. You can ask her any question about the game Metapilot or flight in general, and she will help you navigate the game as well as help you to earn tokens in the game and earn cool perks! Metapilot perks include invited to events, tokens you can spend on our website, and even the chance to get training to become a real airtaxi pilot!
Art assets were modified by AI to utilize high resolution image sampling, video sampling, and audio enhancements.
I use AI Generated images for the loading screens, for the modification card icons, and for some textures.
Texture Upscaling.
Some artwork was made using ai
At the end of the game, each of the 20+ endings has an unique AI generated image.
A.I. upscaling is used to generate high resolution textures where only low resolution images exist. e.g. low resolution satellite terrain. Text-to-speech tools are utlised to provide radio communications during Early Access development. Some original music tracks have been enhanced using A.I. tools such as mastering, stem splitting, extension and variation creation. In all cases the original track's copyright is fully owned by JimmyArcade Ltd.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Daemonium In-game content audio | DeepVoice(from the unity asset store) asset is used to pre-generate some of the character voices in the game and in one of the trailers | Steel Feather Studio | - | Mar 18, 2026 | |
Hotel Melancolie In-game content artaudio | AI used to assist with background paintings & VO. | Fireball Games | - | Mar 18, 2026 | |
俺たち対空兵 Store/marketing art | The package image of this game was created using multiple AI tools.
Part of the background image and background character: Created using Stable Diffusion and provided under the CreativeML Open RAIL-M license.
Part of the logo design: Created by Sonic-Alpha using OpenAI's generative AI, "ChatGPT," under the paid "ChatGPT Plus" plan.
No AI-generated elements are included in the main game or in-game content. | Sonic-Alpha | - | Mar 18, 2026 | |
Traitor's Gambit Store/marketing art | We generate Artwork with AI | Dominik Fuchs | - | Mar 18, 2026 | |
Tales of Rein Ravine In-game content art | AI assist in creation of some textures and logos | Maia the Horsegirl | 1.3k | Mar 18, 2026 | |
PARANORMAL GIRLFRIEND In-game content art | The images in the game are collages and/or modified parts of images created by AI.
Each image was processed and animated manually by a human.
Parts of the images have been redrawn by humans. | GamesFromTheOtherSide | - | Mar 18, 2026 | |
Mini-Market Simulator VR Store/marketing art | The game capsule art is generated using Open Source AI.
I am wokring on replacing that with none-AI Art | Rush Games Studio | 37 | Mar 18, 2026 | |
Mental: The Dark Night Live AI textartaudio | The AI integrated into Mental creates a dynamic experience by automatically generating text, textures, sound, lighting, and gameplay mechanics. Each session offers unique stories, customized visual environments, and challenges adapted in real-time to your actions, ensuring a consistently fresh and immersive adventure. | Merlon | - | Mar 18, 2026 | |
Tower Inc. In-game content art | Tower Inc. utilizes generative AI tools during the development process to enhance the visual atmosphere and environmental storytelling of the facility. These tools were used to assist a solo developer in achieving a high level of detail in the following areas:
Store & Library Assets: Several capsule images, library assets, and background banners were developed with the assistance of AI to create a cohesive and eerie aesthetic for the Steam storefront.
Environment & 2D Assets: Specific in-game environmental textures, background paintings, and UI elements (such as posters and screen displays) were generated or refined using AI tools to deepen the immersion of the industrial horror setting.
Creative Oversight: All AI-assisted content has been manually curated, edited, and integrated by the developer to ensure it aligns with the unique mechanical and narrative world of Tower Inc. | FISAL(ERROR) | - | Mar 18, 2026 | |
Super Death Game SHOW!VR In-game content art | AI-generated character illustrations. | INTENSE | - | Mar 18, 2026 | |
DRINK HUMAN BEANS In-game content artaudiotext | Two profile pictures (one of these designs is also used as a decal on a tool), all of the "records" in the main characters room, designs on the vape packaging, and a background image for a vending machine were created with Adobe Generative Fill.
The Security Robots and The Coffee Time video use audio generated by TTS Maker.
The TOS was templated with AI as a generic TOS and meaningful elements were edited in. The Coffee Drink descriptions are pure, unfiltered, AI corpo-garbage-text.
I used AI for these purposes because the uncanny-valley, soulless, style was exactly what I wanted as an art direction. I wanted to depict a future in which the soul of the world has been killed by AI. Making humans create art in the style of AI sounds completely dehumanizing, but you're entitled to your opinion. | Last Dissent | 11 | Mar 18, 2026 | |
Nautikin Adventures In-game content artcode | AI generated concept art may end up in the game in some derivative form. AI may be used to debug, improve, or prototype code. This applies only to a small subset of content. The majority of content in the game does not involve AI generated content. | Revmatek | 18 | Mar 18, 2026 | |
Vaudeville In-game content text | This game includes dialogues generated with the help of a conversational AI and may not be appropriate for all audiences. | Bumblebee Studios | 271 | Mar 18, 2026 | |
Titan Force Store/marketing art | I used Ai to help us with logo's and store front images. We do not use any AI in game or any assistance to program. | Stone Vision | - | Mar 18, 2026 | |
Markus Ritter - Ghosts Of The Past Store/marketing art | Photos were edited with Adobe Photoshop AI Tools | Flimmersoft | 33 | Mar 18, 2026 | |
Get To The Gate Store/marketing art | The background of the capsule image on the store page was drawn by an artist, but then stylized using AI. | Maximan | 14 | Mar 18, 2026 | |
Brickadia In-game content text | We do not use generative AI for models, textures, animations, audio, etc. All visuals are handmade with love!
To allow quickly updating the game during Early Access, we use a combination of machine translation, human review, and entirely human authored localization. The current state of languages is: Chinese, Japanese, Korean, and Russian are mostly human authored; French and Spanish are machine translated with human authored revisions; German is machine translated. Our goal is to increase the amount of human authored localization over time. | Brickadia, LLC | 1.3k | Mar 18, 2026 | |
Stealth Kill VR Missions In-game content audio | Some voice-over lines are AI generated. | Sky Yurt | - | Mar 18, 2026 | |
BeachHead Rogue In-game content art | We use generative AI to create pre-rendered character images as a starting point, which are then meticulously refined and enhanced using image editing tools. The final assets combine the creative touch of digital hand-drawing with generative AI, resulting in high-quality, polished visuals. | Digital Fusion Inc. | 16 | Mar 18, 2026 | |
Ectoplasm Unclear | Every whisper, every shout, and every question you dare to utter can provoke a response from the beyond. | Scar | - | Mar 18, 2026 | |
Project Electric Sheep Live AI textaudioart | Project Electric Sheep uses generative AI to create character conversations inspired by your dream prompts, as well as to tailor dream worlds to your chosen topics. Below is some more information about which generative AI services we're using in PES, and how:
1. We use ChatGPT to generate NPC dialogue when dream worlds are created and when you reply to an NPC. We use AWS to generate voices for our NPCs.
2. We also use ChatGPT to write in-game world building details, such as graffiti and advertisements, as well as to create the dream description that displays on the dream loading screen.
3. We use DALL·E 2 to paint in-game murals inspired by your dream prompt.
4. Lastly, during the dream generation phase, we use ChatGPT to make creative decisions about world design based on the given dream prompt. | Charisma Entertainment Limited | 25 | Mar 18, 2026 | |
Maze Nuts In-game content art | Some graphics were created and edited with AI. | White Keyframe | - | Mar 18, 2026 | |
Life of Delivery Store/marketing art | We used AI to draw or edit some of the motorcycle cosmetics and some Steam store elements. | Aimcalcy | - | Mar 18, 2026 | |
Alquiem In-game content art | Human creation and the use of AI :
➧ 100% of the game's sounds were purchased and designed by humans.
➧ 100% of the animations VFX were purchased and designed by humans.
➧ 100% of the interface was designed, customized, and integrated by me over more than two years of meticulous, case-by-case attention, representing thousands of hours of work. These interface elements come from numerous resource packs purchased online from human artists such as Kodiac Graphics and his amazing Mercenary GUI https://kodiakgraphics.itch.io/mercenary-rpg-gui or PONETI and his 4000 icons https://poneti.artstation.com/store/zVzR/4000-fantasy-icons or PVGames and his trully unique 2D Srpites used as cosmetic in-game coat of arms appearances, REXARD https://assetstore.unity.com/publishers/13229 Dream Circle for hundreds of incredible animations vfx https://dreams-circle.itch.io/ And many more !
Generative AI was used to create backgrounds images such as class backgrounds, menu backgrounds, battle backgrounds. I recently updated the sprites of all the enemies in the game using generative AI; the retro 3D rendering is incredible and perfectly matches the art style.
All this represents approximately 15% of the game's graphics assets. But this was done carefully and sparingly, and in conjunction with human work and my artistic direction.
➧ 100% of the game's music was made by humans
15 Soundtracks by Alexander Nakarada
1 Soundtrack by Wolfgang Muermann
26 Soundtracks by Alkakrab | Regalia Project | 122 | Mar 18, 2026 | |
Sonorous | Deep Down Below In-game content codeaudio | This game uses artificial intelligence (AI) tools to help optimize code and improve development efficiency and runtime performance. Additionally, character voices in the game were recorded by the developer himself. The voice was then synthesised by AI to create different character voices. These technologies enhance the overall quality and experience of the game. | HOONAYA | - | Mar 18, 2026 | |
Purrrifiers: Cleaning Chaos In-game content audioart | For music, sound effects and voice (acting) we are using this site elevenlabs.
For textures (sprites) we are using ChatGPT | Rubens Games | 83 | Mar 18, 2026 | |
Borrowhelen In-game content audio | Borrowhelen uses AI only for generating and synthesizing character voices and for checking typos. All other content (graphics, music, levels, etc.) is 100% human-made. | 4-Cube Games | 18 | Mar 18, 2026 | |
I Live Under Your House In-game content art | The images in the game are collages and/or modified parts of images created by AI.
Each image was processed and animated manually by a human. | SpoocleMacBoogle | 304 | Mar 18, 2026 | |
The Absolute Destroyer Store/marketing art | AI used for: cover art elements. | ZERO5GAMES | 18 | Mar 18, 2026 | |
The Perfect Garden Store/marketing art | AI used for: cover art elements. | ZERO5GAMES | 23 | Mar 18, 2026 | |
The Classrooms In-game content artaudio | UPDATE: over 90% of the AI-generated content was removed!
Some of the 2D art and music in The Classrooms were originally created with the help of AI tools, not as a replacement for artists, but to get the uncanny, slightly "off" look of AI-generated content. This was intentional, as it reflects the kind of strange content the Superstructure itself would make.
Our goal has always been to evoke that uneasy and almost-familiar feeling. To build on this while moving away from AI, we are now trying approaches like fan art contests to gradually replace this content, while still preserving this unique aesthetic.
For video and music production, we plan to collaborate with real people, though budget and scheduling mean this will take time. | Xefier Games | 1.7k | Mar 18, 2026 | |
Dual Gun Store/marketing art | We used AI to generate promotional images for the game. | Rocket Game | - | Mar 18, 2026 | |
Shatterline In-game content audio | Certain voice-overs for the in-game AI companion were produced with the help of generative AI for DLC. | Frag Lab LLC | 16 | Mar 18, 2026 | |
A Quest That Became Legend In-game content art | Some character portraits and loading screens have been made using generative AI. | Neon Light Studio | 79 | Mar 18, 2026 | |
Chernobylite 2: Exclusion Zone In-game content textaudio | In-game text has been translated into multiple languages using AI-generated translations. The character representing AI in the game features a voice generated through text-to-speech technology. | The Farm 51 | 518 | Mar 18, 2026 | |
Sophonce In-game content audioart | AI is used for the voice acting and the Steam achievement emblems. | Sameer Hirezi | 24 | Mar 18, 2026 | |
THE FINALS In-game content audio | During the development process, we may use procedural- and AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team. Examples include voiceover audio where we utilize text-to-speech tools to e.g. generate the audio of our in-game commentators Scotty & June. | Embark Studios | 154.3k | Mar 18, 2026 | |
A SIMPLE REQUEST Store/marketing art | Generative artificial intelligence was used to create the game's cover, but everything else was done manually by a human. | Michael Derek | 14 | Mar 18, 2026 | |
Mautix: Immersive Gallery | Some artworks featured in Mautix’s official exhibition spaces were created by artists using AI-assisted illustration tools.
These are pre-rendered, artist-owned, and licensed for non-commercial display within the app.
Mautix itself does not generate any content or code using AI during gameplay. | Meovinci,LLC | - | Mar 18, 2026 | |
Ultimate Fishing® Online Store/marketing art | Our Cover art contains elements that were partially generated by AI, as shown on the shop page. | Pancake Games | - | Mar 18, 2026 | |
Influences RPG In-game content art | AI is used for some images and promotional materials. It also serves as a working basis for image editing. It is used anecdotally.
It has been used for some secondary elements of the game to populate the universe, such as decorative objects.
AI is not used exclusively. As a solo dev, I also work with freelance artists for main content and assets on the Unity Store. | S Martin Game | - | Mar 18, 2026 | |
Territory In-game content art | A few of the 3D models and textures have been generated with AI tools. | Threat Vector | 55 | Mar 18, 2026 | |
Code Alkonost In-game content audio | Voices: Some character voices, like Morana, were created using AI as a base and then refined through manual post-processing. | Alkonost Team | 13 | Mar 18, 2026 | |
Metapilot Live AI text | Airtaxi Coach is an AI trained game character called Diana that is trained on the latest flight manuals, as well as the latest industry knowledge on airtaxis, flying cars and the future of mobility. You can ask her any question about the game Metapilot or flight in general, and she will help you navigate the game as well as help you to earn tokens in the game and earn cool perks! Metapilot perks include invited to events, tokens you can spend on our website, and even the chance to get training to become a real airtaxi pilot! | neurobotx | 10 | Mar 18, 2026 | |
Relax In Space In-game content artaudio | Art assets were modified by AI to utilize high resolution image sampling, video sampling, and audio enhancements. | Lucky Cog Studios | - | Mar 18, 2026 | |
Shadow Survival In-game content art | I use AI Generated images for the loading screens, for the modification card icons, and for some textures. | Celestial Knight Studios | - | Mar 18, 2026 | |
INCLOSED Unclear art | Texture Upscaling. | Amir Dayyef | - | Mar 18, 2026 | |
Rally 9000 In-game content art | Some artwork was made using ai | Tegridy Made Games | - | Mar 18, 2026 | |
The Backroom - Lost and Found In-game content art | At the end of the game, each of the 20+ endings has an unique AI generated image. | Lollin' Pony | 438 | Mar 18, 2026 | |
Helicopter Gunship DEX In-game content artaudio | A.I. upscaling is used to generate high resolution textures where only low resolution images exist. e.g. low resolution satellite terrain.
Text-to-speech tools are utlised to provide radio communications during Early Access development.
Some original music tracks have been enhanced using A.I. tools such as mastering, stem splitting, extension and variation creation.
In all cases the original track's copyright is fully owned by JimmyArcade Ltd. | Jimmy Arcade Limited | 207 | Mar 18, 2026 |